Goblin, Moon
- Armor Class
- 4 [15]
- Hit Dice
- 2
- Attacks
- Weapon (1d6)
- Special
- poison, paralysis, spells, fear
- Move
- 9
- HDE/XP
- 2/30
Description
Moon goblins, despite their name are not actually goblins, instead they are a distantly related race of mountain dwelling goblinoids, unusually well-organized compared to goblins, they display an affinity for metalwork and mining. Displaying more cunning, and wit than their goblin and hobgoblin cousins, though still less cunning than the fearsome bugbears. Their skin is blue-green, and they stand between 4 and 4.5 feet tall, with a stockier and more muscular build than goblins.
Their experience with mining and metalwork means that moon goblin warriors are much better equipped. Full mail hauberks, covered with tabards, usually emblazoned with lunar images, they make and use most weapons, but show special fondness for heavy crossbows and spears. Their larger war-bands have even been known to construct wood- and stone- fortified camps. They have a remarkable aptitude for stealth. In their preferred wooded mountain terrain, they are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected. Even indoors in dungeons or in non-preferred terrain they are able to hide so well that there is only a 30% chance of detection while they remain still.
Every group of eight moon goblin warriors is led by a captain, who wears plate armor (AC 2 [17]) and has 4 HD (240 XP). Captains tend to wield two-handed weapons, such as great axes or mauls. Some bands include Trappers, who generally keep themselves separate from the normal warriors; they set traps and scout for the captains. Trappers are highly skilled, and can set tripwire-activated nets, hidden spikes, and other devious traps remarkably quickly to hinder those in the path of the main troop. Trappers are less robust than the tribes warriors having 1 HD (23 XP) and wear lighter leather armor (AC 6 [13]) but move faster (40') and favor short bows, occasionally using poison arrows (save v. Poison or be paralyzed for 1d6 turns). Trappers however still save as 2nd-level Fighters.
Groups of 20 moon goblins will include either a champion (1-4 on 1d6), or a shaman (5-6 on 1d6). Moon Goblin Champions are 5 HD (360XP), wear platemail, and carry a shield (AC 0 [19]), preferring swords or maces as weapons. Champions are highly skilled warriors, but bind themselves strictly to a misunderstood code of honor or chivalry that they do not fully understand, often challenging foes to single combat. Shamans are the moon goblins spiritual guides. They have 3 HD (175 XP), wear ornate mail hauberks (AC 4 [15]) decorated with bones and festooned with still bloody trophies, fighting with the same swords or maces that champions prefer. They are however very capable magically, being able to cast spells as if they were Clerics of 6th level.
Out of every 50 moon goblins, one will be a Wyvern Rider. These are the bravest of the moon goblin champions. They have completed the quest of journeying high into the mountains and attempting to tame a wyvern. The ones that succeed are the most powerful, and sturdiest of their kind, having 8 HD (875 XP), wear enchanted platemail and shield (AC -2 [21]), fighting with sword or mace, and long spears that they can use from the backs of their fearsome flying steeds. Moon goblins with a wyvern rider amongst their numbers gain a +2 to their morale checks.
Moon goblins are led by the mysterious Shaman-Kings, legendary warriors and wielders of vast shamanistic power. The shaman-kings can be formidable opponents to even the most powerful of opponents. Shaman-kings have 12 HD (1,975 XP), wear ornate enchanted platemail decorated with bones and bloody trophies (AC -2 [21]), and shields, and fight with either a sword or mace like their lesser shaman brothers. Shaman kings can cast spells as if they were 12th-level Clerics. They are never found unless leading bands of at least 200 moon goblins, and will always be accompanied by an honor guard of 1d4+1 moon goblin champions. Moon goblins led by a shaman king will never check morale while the shaman king is present.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.